some suggestion to the balancing
First thing, this game captured my attention with the smooth engine and incredible potential. It is a great game, and it can be awesome with a few tweaks here and there that I humbly suggest.
Please please give me your opinion below, I will gladly join the discussion.
1. Role
A few games like war robot or dino have 'classes' but in the end they false to deliver what the classes actually meant, for the constant pushing of new OP robot and inflation of damage. We have not reached that point, and I hope the dev take note of it..
To the suggestion, in order for the classes to deliver its true meaning, I propose a class general properties, as well as a few change to CCs
Rewarding scores
End game rewarding score will include Damage Taken and Enemy Spotted to reward Tank and Support Role.
Below proposal will include some slight changes to relevant mechanics
Rush/Sprint vs Movement Speed
love this original idea
For each role, a sprint and movement speed pattern can be implemented for so that it signify the roles more
Attacker - implement general fast*er movement speed with shortest sprint gauge, so it is generally agile and fit assault role
Tank - implement slowest movement speed with longest sprint gauge, so it fit a big robot that have a lot of energy for movement in burst
Support - implement medium movement with average spring gauge, so that the average speed is higest.. in the end, they should be running from enemy
Health
A few rebalancing on health should be done, especially on juggy rather low personal shield, and robot with full disable like guardian, surge and zeph.
It has been on record that OP CCs has broken many games, including moba like dota2, lol, war robots, AOC, ... and a whole bunch of communities from those games. Lets not make the same mistakes
Shields
As of right now, shields appears on 2 out of 3 existing tanks.
Apart from needing more tanks... (lets not repeat OW trainwrecks) current shields have some problems, with juggy shield being pathetic, and Ares shield curve does not follow the damage curve (too strong early, cannot protect teammate later).
So I propose these changes
Juggy - Buff shield health, when shield up, cleanse all status ailment (if ability is not locked ofc)
Ares - Shield does not magically come ful when activate again, regenerating slowly, x3 times faster when not raised, heal time to full = 20s (from current cooldown of 12). Shield health curve changed to fit with average damage curve.
General shield - Only DAMAGE from weapons can destroy shield, not EMP or disable. Tank mean tank, and there is no reason for their trait ability to magically disappear from just one button click.
Assault damage
Attacker needs some love to signify their role, so I propose a simple mechanic:
Damage increase after locking onto the same enemy for 3 second, pro-rated based in the duration, up to 15%.
Detection Range vs Lock on
Now let's make the support class happy
Robot further than 150 cannot be locked on by all unit, but can be detected by friendly - on minimap, not on view.
a. Line of sight
Line of sight is the furthest detection range, if a mech is in LoS in under 150, detect
b. Over obstacles
Support class - det range 100, can share enemy location to teammate on Both minimap and display, teammate can lock on
Assault class - det range 60, prevent the lock > missle spam. can only share enemy location on minimap.
Tank class - det range 80, can only share enemy location on minimap.
Spotting an enemy on minimap will earn x points (tobe decided), and support spotting will earn 2 or 3 x points
This mean that tanks and support will try to fullfill their role to earn more score, and progress the game.
They would generally earn more scores based on their role, since each mech now have mechanic that pushes specialization.
I am sleepy.. will continue later